Monsters in the old dungeon of Foehrenfort

Flitting Spirit
No. Enc.: 1d10 (1d10)
Alignment: Chaotic
Movement: 120' (40')
Armour Class: 13/8
Hit Dice: 2
Attacks: 1
Damage: 1-3
Save: MU2
Morale: 12
Treasure Type / Hoard Class: Nil

These small, diaphanous, wisp-like ghosts are the angry spirits of wild beasts. They appear as no more than a flitting, writhing puff of smoke that whirls round any living being present, tearing at them with small claws. The creatures are effectively invisible  until they are right upon they quarry, so that none but the creature being attacked is able to strike at them, and even then with the standard penalties for attacking an invisible foe. Because of this, they always effectively win initiative. They are immaterial, but can be disrupted by normal weapons. Flitting spirits are utterly mindless and move completely at random. Roll amongst all enemies present to determine who becomes a spirit's target from one round to the next.



Shroud Phantom
No. Enc.: 1d6 (1d6)
Alignment: Chaotic
Movement: 90' (30')
Armour Class: 14/7
Hit Dice: 3
Attacks: 1
Damage: 1-6
Save: F3
Morale: 12
Treasure Type / Hoard Class: I/XIV

It is said that if you do not keep a vigil over the bodies of the recently dead, witches may come to steal parts for their grim magic. Worse yet, they may cause the corpse to rise in its winding-sheet, a foul undead fiend. whatever the truth of the tale, a shroud phantom is a walking human corpse wrapped head to toe in a tattered shroud, which often trails behind it for several feet. It is not very intelligent, but possesses a predatory cunning and jealous hatred of the living. A shroud phantom attacks with its bare hands, bludgeoning and tearing at its foes. Normal weapons cannot penetrate its shroud, finding the linen harder than adamantine. Magical and silver weapons encounter no such resistance, nor does it resist flames (a normal torch used as a weapon will cause 1d4 damage, but with no adjustment for the wielders strength). A shroud phantom is fearless, and cannot be Turned (or Controlled, etc.) by the power of a cleric. In addition, the creature may actually attempt to Turn any clerics in its presence. It emits a low, breathy moan, which is unnerving to any who hear it, but which may fill a cleric with supernatural dread. Use the cleric's hit dice on the turning matrix and roll the attempt as if the Shroud Phantom was a cleric of the 3rd level. This ability is useable once per day; the creature does not speak or moan at any other time.



Shaggy Loper
No. Enc.: 1 (1d3)
Alignment: Neutral
Movement: 120' (40')
Armour Class: 15/6
Hit Dice: 4+1
Attacks: 1 or 1
Damage: 2d4 bite / 1-8 fire breath
Save: F4
Morale: 9
Treasure Type / Hoard Class: Nil

Shaggy lopers are strange, furry amphibious creatures.  They are covered in dark, bristly fur, and have toothy, alligator-like maws filled with a triple row of teeth. The creatures are roughly human-sized, stooping forward somewhat and balancing with their squat tails. They have no upper limbs, but their powerful legs are capable of quick movement. They hunt by waiting patiently in water for their prey, looking like floating garbage or natural débris, as their fur is often coated in mud, leaves, twigs, and the like. When they sense prey (anything that moves is considered prey) nearby, they leap up from the water to attack. They have a terrible bite which is capable of penetrating or crushing armour, and also the ability to shower their prey in a burst of flame. The flame can only affect a single target at a range of no more than 5', but will always hit. A saving throw vs. breath weapon is allowed for half damage. In any given round, there is a 70% chance they will bite, otherwise breathing flames. The flames are produced by a fluid that reacts with the air; they are not creatures of fire and have no special immunities in this regard. Shaggy lopers are unintelligent, and driven wholly by instinct.



Claw Fiend
No. Enc.: 2d6 (2d6)
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 16/5
Hit Dice: 2+2
Attacks: 1
Damage: 1-8
Save: F2
Morale: 12
Treasure Type / Hoard Class: Nil

Claw Fiends are a failed experiment: hideous animated corpses, twisted into nightmarish shapes by some awful blood-sorcery. Their grey leathery skin is stretched tight over their bones, and covered in pockmarks and protrusions. Their legs are bent and twisted, and the knees seem to bend the wrong direction. Their hands end in hideous claws nearly a foot in length. They are completely mindless, seeking only to destroy the living. Like the vampires whose terrible creation they are, claw fiends are repelled by garlic and will not come within 10' of anyone bearing a significant amount of it.


Pig-like thing
No. Enc.: 1
Alignment: Chaotic
Movement: 150' (50')
Armor Class: 18/3
Hit Dice: 6+2
Attacks: 1
Damage: 1-8
Save: F6
Morale: 12
Treasure Type / Hoard Class: Nil


This unfortunate creature is a sort of shaggy, grey, 5-legged warthog with long, moth-like antennae in place of eyes. It has predatory intelligence and will attack anything that moves, living or undead, with its sharp serrated tusks. It is another of the vampires' cruel experiments, and most likely a failure.


Ogre-Ghoul
No. Enc.: 1 (1d3)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 12/9
Hit Dice: 5+1
Attacks: 1
Damage: 1-10
Save: F5
Morale: 12
Treasure Type / Hoard Class: B/XXI


Ogres are known for their unpleasant habit of dining on other sentient races indiscriminately, but even these horrible monsters observe a natural taboo against cannibalism. An ogre that does acquire a taste for the flesh of its own kind is unnaturally horrible, and their warped hunger will transcend the bounds of mortality, causing them to rise after death as a hideous ghoul. Their appearance is a gruesome undead parody of a normal ogre's, much as typical ghouls resemble warped humans. An ogre-ghoul is 90% likely to have had the back of its skull already crushed in (no reduction in hit points) before rising as undead, as other ogres administer rude justice to those who violate the few laws governing them. Ogre-ghouls attack with their filthy claws. As with normal ghouls, any successful attack requires the opponent to attempt a saving throw versus paralyze, or become paralyzed for 2d4 turns. This paralysis may be cured with cure light wounds. Elves are immune to the paralysis of ogre-ghouls; the paralysis can take effect on humanoids as large as giants.

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